var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render }); function preload() { game.load.image('phaser', 'assets/sprites/phaser1.png'); game.load.spritesheet('arrows', 'assets/sprites/arrows.png', 23, 31); } var arrowStart; var arrowEnd; var sprite; function create() { game.stage.backgroundColor = '#2384e7'; // game.physics.setBoundsToWorld(true, true, false, false); // arrowStart = game.add.sprite(100, 100, 'arrows', 0); // arrowEnd = game.add.sprite(400, 100, 'arrows', 1); // sprite = game.add.sprite(100, 164, 'phaser'); sprite = game.add.sprite(300, 364, 'phaser'); // sprite.anchor.setTo(0.5, 0.5); sprite.inputEnabled = true; sprite.body.collideWorldBounds = true; sprite.body.bounce.setTo(1, 1); sprite.alpha = 0.2; // sprite.body.allowRotation = true; // sprite.body.polygon.translate(100, 0); // sprite.body.setPolygon([new SAT.Vector(0,0), new SAT.Vector(60, 0), new SAT.Vector(100, 40), new SAT.Vector(60, 80), new SAT.Vector(0, 80)], -50, -40); sprite.body.setPolygon([new SAT.Vector(0,50), new SAT.Vector(100, 50), new SAT.Vector(100, 0), new SAT.Vector(150, 0), new SAT.Vector(150, 150), new SAT.Vector(100, 150), new SAT.Vector(100, 100), new SAT.Vector(0, 100), new SAT.Vector(0, 50)], -100, -100); // sprite.body.setCircle(50); // sprite.body.offset.setTo(50, 50); // console.log(sprite.body.x, sprite.body.y, sprite.body.shape.radius); sprite.events.onInputDown.add(move, this); // sprite.body.polygons.rotate(0.4); // sprite.rotation = 0.4; // console.log(sprite.body.polygons); } function move() { console.log('move'); sprite.body.velocity.x = 200; sprite.body.velocity.y = -200; // sprite.body.angularVelocity = 2; // sprite.rotation = 0.4; // console.log(sprite.body.polygon.points); // to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) { // game.add.tween(sprite).to( { angle: 359 }, 8000, Phaser.Easing.Linear.None, true, 0, 1000, false); // sprite.scale.setTo(2, 2); if (sprite.x === 100) { // Here you'll notice we are using a relative value for the tween. // You can specify a number as a string with either + or - at the start of it. // When the tween starts it will take the sprites current X value and add +300 to it. // game.add.tween(sprite).to( { x: '+300' }, 2000, Phaser.Easing.Linear.None, true); } else if (sprite.x === 400) { // game.add.tween(sprite).to( { x: '-300' }, 2000, Phaser.Easing.Linear.None, true); } } function render() { if (sprite.x === 100 || sprite.x === 400) { // game.debug.renderText('Click sprite to tween', 32, 32); } // game.debug.renderText('x: ' + arrowStart.x, arrowStart.x, arrowStart.y - 4); // game.debug.renderText('x: ' + arrowEnd.x, arrowEnd.x, arrowEnd.y - 4); game.debug.renderText('sprite.x: ' + sprite.x + ' deltaX: ' + sprite.deltaX, 32, 32); game.debug.renderText('sprite.y: ' + sprite.y + ' deltaY: ' + sprite.deltaY, 32, 48); game.debug.renderPhysicsBody(sprite.body); game.debug.renderPoint(sprite.center); }